mirror of
https://github.com/UberGames/lilium-voyager.git
synced 2024-12-14 22:20:58 +00:00
404 lines
9.9 KiB
C
404 lines
9.9 KiB
C
/*
|
|
===========================================================================
|
|
Copyright (C) 1999-2005 Id Software, Inc.
|
|
|
|
This file is part of Quake III Arena source code.
|
|
|
|
Quake III Arena source code is free software; you can redistribute it
|
|
and/or modify it under the terms of the GNU General Public License as
|
|
published by the Free Software Foundation; either version 2 of the License,
|
|
or (at your option) any later version.
|
|
|
|
Quake III Arena source code is distributed in the hope that it will be
|
|
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
GNU General Public License for more details.
|
|
|
|
You should have received a copy of the GNU General Public License
|
|
along with Quake III Arena source code; if not, write to the Free Software
|
|
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
|
|
===========================================================================
|
|
*/
|
|
// tr_mesh.c: triangle model functions
|
|
|
|
#include "tr_local.h"
|
|
|
|
static float ProjectRadius( float r, vec3_t location )
|
|
{
|
|
float pr;
|
|
float dist;
|
|
float c;
|
|
vec3_t p;
|
|
float projected[4];
|
|
|
|
c = DotProduct( tr.viewParms.or.axis[0], tr.viewParms.or.origin );
|
|
dist = DotProduct( tr.viewParms.or.axis[0], location ) - c;
|
|
|
|
if ( dist <= 0 )
|
|
return 0;
|
|
|
|
p[0] = 0;
|
|
p[1] = fabs( r );
|
|
p[2] = -dist;
|
|
|
|
projected[0] = p[0] * tr.viewParms.projectionMatrix[0] +
|
|
p[1] * tr.viewParms.projectionMatrix[4] +
|
|
p[2] * tr.viewParms.projectionMatrix[8] +
|
|
tr.viewParms.projectionMatrix[12];
|
|
|
|
projected[1] = p[0] * tr.viewParms.projectionMatrix[1] +
|
|
p[1] * tr.viewParms.projectionMatrix[5] +
|
|
p[2] * tr.viewParms.projectionMatrix[9] +
|
|
tr.viewParms.projectionMatrix[13];
|
|
|
|
projected[2] = p[0] * tr.viewParms.projectionMatrix[2] +
|
|
p[1] * tr.viewParms.projectionMatrix[6] +
|
|
p[2] * tr.viewParms.projectionMatrix[10] +
|
|
tr.viewParms.projectionMatrix[14];
|
|
|
|
projected[3] = p[0] * tr.viewParms.projectionMatrix[3] +
|
|
p[1] * tr.viewParms.projectionMatrix[7] +
|
|
p[2] * tr.viewParms.projectionMatrix[11] +
|
|
tr.viewParms.projectionMatrix[15];
|
|
|
|
|
|
pr = projected[1] / projected[3];
|
|
|
|
if ( pr > 1.0f )
|
|
pr = 1.0f;
|
|
|
|
return pr;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
R_CullModel
|
|
=============
|
|
*/
|
|
static int R_CullModel( mdvModel_t *model, trRefEntity_t *ent ) {
|
|
vec3_t bounds[2];
|
|
mdvFrame_t *oldFrame, *newFrame;
|
|
int i;
|
|
|
|
// compute frame pointers
|
|
newFrame = model->frames + ent->e.frame;
|
|
oldFrame = model->frames + ent->e.oldframe;
|
|
|
|
// cull bounding sphere ONLY if this is not an upscaled entity
|
|
if ( !ent->e.nonNormalizedAxes )
|
|
{
|
|
if ( ent->e.frame == ent->e.oldframe )
|
|
{
|
|
switch ( R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius ) )
|
|
{
|
|
case CULL_OUT:
|
|
tr.pc.c_sphere_cull_md3_out++;
|
|
return CULL_OUT;
|
|
|
|
case CULL_IN:
|
|
tr.pc.c_sphere_cull_md3_in++;
|
|
return CULL_IN;
|
|
|
|
case CULL_CLIP:
|
|
tr.pc.c_sphere_cull_md3_clip++;
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int sphereCull, sphereCullB;
|
|
|
|
sphereCull = R_CullLocalPointAndRadius( newFrame->localOrigin, newFrame->radius );
|
|
if ( newFrame == oldFrame ) {
|
|
sphereCullB = sphereCull;
|
|
} else {
|
|
sphereCullB = R_CullLocalPointAndRadius( oldFrame->localOrigin, oldFrame->radius );
|
|
}
|
|
|
|
if ( sphereCull == sphereCullB )
|
|
{
|
|
if ( sphereCull == CULL_OUT )
|
|
{
|
|
tr.pc.c_sphere_cull_md3_out++;
|
|
return CULL_OUT;
|
|
}
|
|
else if ( sphereCull == CULL_IN )
|
|
{
|
|
tr.pc.c_sphere_cull_md3_in++;
|
|
return CULL_IN;
|
|
}
|
|
else
|
|
{
|
|
tr.pc.c_sphere_cull_md3_clip++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// calculate a bounding box in the current coordinate system
|
|
for (i = 0 ; i < 3 ; i++) {
|
|
bounds[0][i] = oldFrame->bounds[0][i] < newFrame->bounds[0][i] ? oldFrame->bounds[0][i] : newFrame->bounds[0][i];
|
|
bounds[1][i] = oldFrame->bounds[1][i] > newFrame->bounds[1][i] ? oldFrame->bounds[1][i] : newFrame->bounds[1][i];
|
|
}
|
|
|
|
switch ( R_CullLocalBox( bounds ) )
|
|
{
|
|
case CULL_IN:
|
|
tr.pc.c_box_cull_md3_in++;
|
|
return CULL_IN;
|
|
case CULL_CLIP:
|
|
tr.pc.c_box_cull_md3_clip++;
|
|
return CULL_CLIP;
|
|
case CULL_OUT:
|
|
default:
|
|
tr.pc.c_box_cull_md3_out++;
|
|
return CULL_OUT;
|
|
}
|
|
}
|
|
|
|
|
|
/*
|
|
=================
|
|
R_ComputeLOD
|
|
|
|
=================
|
|
*/
|
|
int R_ComputeLOD( trRefEntity_t *ent ) {
|
|
float radius;
|
|
float flod, lodscale;
|
|
float projectedRadius;
|
|
mdvFrame_t *frame;
|
|
mdrHeader_t *mdr;
|
|
mdrFrame_t *mdrframe;
|
|
int lod;
|
|
|
|
if ( tr.currentModel->numLods < 2 )
|
|
{
|
|
// model has only 1 LOD level, skip computations and bias
|
|
lod = 0;
|
|
}
|
|
else
|
|
{
|
|
// multiple LODs exist, so compute projected bounding sphere
|
|
// and use that as a criteria for selecting LOD
|
|
|
|
if(tr.currentModel->type == MOD_MDR)
|
|
{
|
|
int frameSize;
|
|
mdr = (mdrHeader_t *) tr.currentModel->modelData;
|
|
frameSize = (size_t) (&((mdrFrame_t *)0)->bones[mdr->numBones]);
|
|
|
|
mdrframe = (mdrFrame_t *) ((byte *) mdr + mdr->ofsFrames + frameSize * ent->e.frame);
|
|
|
|
radius = RadiusFromBounds(mdrframe->bounds[0], mdrframe->bounds[1]);
|
|
}
|
|
else
|
|
{
|
|
//frame = ( md3Frame_t * ) ( ( ( unsigned char * ) tr.currentModel->md3[0] ) + tr.currentModel->md3[0]->ofsFrames );
|
|
frame = tr.currentModel->mdv[0]->frames;
|
|
|
|
frame += ent->e.frame;
|
|
|
|
radius = RadiusFromBounds( frame->bounds[0], frame->bounds[1] );
|
|
}
|
|
|
|
if ( ( projectedRadius = ProjectRadius( radius, ent->e.origin ) ) != 0 )
|
|
{
|
|
lodscale = r_lodscale->value;
|
|
if (lodscale > 20) lodscale = 20;
|
|
flod = 1.0f - projectedRadius * lodscale;
|
|
}
|
|
else
|
|
{
|
|
// object intersects near view plane, e.g. view weapon
|
|
flod = 0;
|
|
}
|
|
|
|
flod *= tr.currentModel->numLods;
|
|
lod = ri.ftol(flod);
|
|
|
|
if ( lod < 0 )
|
|
{
|
|
lod = 0;
|
|
}
|
|
else if ( lod >= tr.currentModel->numLods )
|
|
{
|
|
lod = tr.currentModel->numLods - 1;
|
|
}
|
|
}
|
|
|
|
lod += r_lodbias->integer;
|
|
|
|
if ( lod >= tr.currentModel->numLods )
|
|
lod = tr.currentModel->numLods - 1;
|
|
if ( lod < 0 )
|
|
lod = 0;
|
|
|
|
return lod;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_ComputeFogNum
|
|
|
|
=================
|
|
*/
|
|
int R_ComputeFogNum( mdvModel_t *model, trRefEntity_t *ent ) {
|
|
int i, j;
|
|
fog_t *fog;
|
|
mdvFrame_t *mdvFrame;
|
|
vec3_t localOrigin;
|
|
|
|
if ( tr.refdef.rdflags & RDF_NOWORLDMODEL ) {
|
|
return 0;
|
|
}
|
|
|
|
// FIXME: non-normalized axis issues
|
|
mdvFrame = model->frames + ent->e.frame;
|
|
VectorAdd( ent->e.origin, mdvFrame->localOrigin, localOrigin );
|
|
for ( i = 1 ; i < tr.world->numfogs ; i++ ) {
|
|
fog = &tr.world->fogs[i];
|
|
for ( j = 0 ; j < 3 ; j++ ) {
|
|
if ( localOrigin[j] - mdvFrame->radius >= fog->bounds[1][j] ) {
|
|
break;
|
|
}
|
|
if ( localOrigin[j] + mdvFrame->radius <= fog->bounds[0][j] ) {
|
|
break;
|
|
}
|
|
}
|
|
if ( j == 3 ) {
|
|
return i;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
R_AddMD3Surfaces
|
|
|
|
=================
|
|
*/
|
|
void R_AddMD3Surfaces( trRefEntity_t *ent ) {
|
|
int i;
|
|
mdvModel_t *model = NULL;
|
|
mdvSurface_t *surface = NULL;
|
|
shader_t *shader = NULL;
|
|
int cull;
|
|
int lod;
|
|
int fogNum;
|
|
int cubemapIndex;
|
|
qboolean personalModel;
|
|
|
|
// don't add third_person objects if not in a portal
|
|
personalModel = (ent->e.renderfx & RF_THIRD_PERSON) && !(tr.viewParms.isPortal
|
|
|| (tr.viewParms.flags & (VPF_SHADOWMAP | VPF_DEPTHSHADOW)));
|
|
|
|
if ( ent->e.renderfx & RF_WRAP_FRAMES ) {
|
|
ent->e.frame %= tr.currentModel->mdv[0]->numFrames;
|
|
ent->e.oldframe %= tr.currentModel->mdv[0]->numFrames;
|
|
}
|
|
|
|
//
|
|
// Validate the frames so there is no chance of a crash.
|
|
// This will write directly into the entity structure, so
|
|
// when the surfaces are rendered, they don't need to be
|
|
// range checked again.
|
|
//
|
|
if ( (ent->e.frame >= tr.currentModel->mdv[0]->numFrames)
|
|
|| (ent->e.frame < 0)
|
|
|| (ent->e.oldframe >= tr.currentModel->mdv[0]->numFrames)
|
|
|| (ent->e.oldframe < 0) ) {
|
|
ri.Printf( PRINT_DEVELOPER, "R_AddMD3Surfaces: no such frame %d to %d for '%s'\n",
|
|
ent->e.oldframe, ent->e.frame,
|
|
tr.currentModel->name );
|
|
ent->e.frame = 0;
|
|
ent->e.oldframe = 0;
|
|
}
|
|
|
|
//
|
|
// compute LOD
|
|
//
|
|
lod = R_ComputeLOD( ent );
|
|
|
|
model = tr.currentModel->mdv[lod];
|
|
|
|
//
|
|
// cull the entire model if merged bounding box of both frames
|
|
// is outside the view frustum.
|
|
//
|
|
cull = R_CullModel ( model, ent );
|
|
if ( cull == CULL_OUT ) {
|
|
return;
|
|
}
|
|
|
|
//
|
|
// set up lighting now that we know we aren't culled
|
|
//
|
|
if ( !personalModel || r_shadows->integer > 1 ) {
|
|
R_SetupEntityLighting( &tr.refdef, ent );
|
|
}
|
|
|
|
//
|
|
// see if we are in a fog volume
|
|
//
|
|
fogNum = R_ComputeFogNum( model, ent );
|
|
|
|
cubemapIndex = R_CubemapForPoint(ent->e.origin);
|
|
|
|
//
|
|
// draw all surfaces
|
|
//
|
|
surface = model->surfaces;
|
|
for ( i = 0 ; i < model->numSurfaces ; i++ ) {
|
|
|
|
if ( ent->e.customShader ) {
|
|
shader = R_GetShaderByHandle( ent->e.customShader );
|
|
} else if ( ent->e.customSkin > 0 && ent->e.customSkin < tr.numSkins ) {
|
|
skin_t *skin;
|
|
int j;
|
|
|
|
skin = R_GetSkinByHandle( ent->e.customSkin );
|
|
|
|
// match the surface name to something in the skin file
|
|
shader = tr.defaultShader;
|
|
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
|
|
// the names have both been lowercased
|
|
if ( !strcmp( skin->surfaces[j]->name, surface->name ) ) {
|
|
shader = skin->surfaces[j]->shader;
|
|
break;
|
|
}
|
|
}
|
|
if (shader == tr.defaultShader) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: no shader for surface %s in skin %s\n", surface->name, skin->name);
|
|
}
|
|
else if (shader->defaultShader) {
|
|
ri.Printf( PRINT_DEVELOPER, "WARNING: shader %s in skin %s not found\n", shader->name, skin->name);
|
|
}
|
|
//} else if ( surface->numShaders <= 0 ) {
|
|
//shader = tr.defaultShader;
|
|
} else {
|
|
//md3Shader = (md3Shader_t *) ( (byte *)surface + surface->ofsShaders );
|
|
//md3Shader += ent->e.skinNum % surface->numShaders;
|
|
//shader = tr.shaders[ md3Shader->shaderIndex ];
|
|
shader = tr.shaders[ surface->shaderIndexes[ ent->e.skinNum % surface->numShaderIndexes ] ];
|
|
}
|
|
|
|
// don't add third_person objects if not viewing through a portal
|
|
if(!personalModel)
|
|
{
|
|
srfVBOMDVMesh_t *vboSurface = &model->vboSurfaces[i];
|
|
|
|
R_AddDrawSurf((void *)vboSurface, shader, fogNum, qfalse, qfalse, cubemapIndex );
|
|
}
|
|
|
|
surface++;
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|